// To enable other properties other then MAIN PROPERTIES remove the // tag from the untabed line //AD// stands for additional property, delete //AD// tag to enable the additional property //----------------------------------------- // SHADER //----------------------------------------- // this vmt is written for the follow shaders, you MUST select only ONE //"LightmappedGeneric" // use this ONLY for BSP brush surfaces // this shader references the BSP brush lightmap points for light valves and builds gradient shades between each point as a lighting solution //”VertexLitGeneric" // use this ONLY for models imported as props into source // this shader calculates each vertice’s light valve and builds gradients shade between each point as a lighting solution //"UnlitGeneric" // this material does not render lighting properties // its surface will not be shaded or effect nearby materials { //----------------------------------------- // MAIN PROPERTIES //----------------------------------------- "$basetexture" " folder\texture " // defines the base texture path from the \Materials folder eg “folder\texture" "$surfaceprop" "concrete" // defines the physics, sound effects and audio distortion of the material, see Scipts\surfaceproperties.txt //AP// "%keywords" "texture_search" // use to search and find keywords in the material browser //----------------------------------------- // NORMAL MAP PROPERTIES //----------------------------------------- // Normal maps tells the engine how to display the light hitting the polygons // 3 color channels - Red – left to right, Green – up to down and Blue – depth //"$bumpmap" "folder\texture_normal" // defines the normal map texture path from the \Materials folder eg “folder\texture" //AP//"$bumpscale" "1.0" // use to scale the normal map texture //----------------------------------------- // REFLECTIVE PROPERTIES //----------------------------------------- // materials like glass, metal, plastics, liquids and glossy surfaces like tiles or varnished wood //"$envmap" "env_cubemap" // uses cubemaps for reflective textures, you can create you own, see below //AP// "$envmaptint" "[.7 .7 .7]" // RGB changes the hue of the reflection (the gradation of color within the visible spectrum) // eg. a red material would tint the cubemaps red //AP// $envmapcontrast" 0.5 // set the reflections contrast (the difference in visual properties\shade that makes an texture) //AP// "$envmapsaturation" 0.3 // set the reflections saturation (the purity/intensity of the specific hue) // If you want have a reflection mask, choose ONE of the follow target paths //"$envmapmask" "folder/texture" // use this if you want to target a separate texture to define the opacity mask (don’t use the alpha channel) //"$basealphaenvmapmask" 1 // use this if you want to target the basetexture's alpha channel to define the opacity mask //"$normalmapalphaenvmapmask" 1 // use this if you want to target the normal map texture’s alpha channel to define the opacity mask // if you have a normal map you must put the reflective mask on its alpha channel //----------------------------------------- // TRANSPARENT PROPERTIES //----------------------------------------- // materials like glass, plastics or liquids as well as fences or surfaces with gaps across it //"$translucent" 1 // use the alpha channel of the $basetexture as transparency //if the base texture's alpha channel is being used, you must change it so you can use this effect //AP// "$alphatest" 1 // use to make the mask to run a hit test, so you can shoot through it //AP// "$alpha" 0.5 // set the overall base texture's opacity, don’t use $translucency //AP// "$additive" 1 // use to render the base texture additively (like a Photoshop effect) //----------------------------------------- // ILLUMINATION PROPERTIES //----------------------------------------- // this is used make a section or all of the material seem bright // eg, a light bulb/sign that is on or LED lights on a computer prop (these objects should not be shaded) // this does not cast light, it just blocks the section from being shaded so it appears brighter or renders in a dark place //"$selfillum" 1 //use the base texture's alpha channel to define the illumination across the surface //if the base texture's alpha channel is being used, you must change it so you can use this effect //----------------------------------------- // OTHER PROPERTIES //----------------------------------------- //AP// "$color" "[100 100 100]" // use to scale the red, green, and blue channels of the material //AP// "$nocull" 1 // use to make the texture render on the front and back sides //AP// "$decal" 1 // use for textures that need be rendered as a decal //AP// "$nodecal" 1 // use to apply no decals on the texture, like a fence or transparent material //AP// "$decalscale" .25 // use .25 scale so the texture resolution matches hammer’s texture scale }